// Copyright@ChenChao

#pragma once

#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "Enums/ECharacterState.h"
#include "RPG_AnimInstance.generated.h"

/**
 * 
 */
UCLASS()
class RPG_API URPG_AnimInstance : public UAnimInstance
{
	GENERATED_BODY()

public:
	virtual void NativeInitializeAnimation() override;
	virtual void NativeUpdateAnimation(float DeltaSeconds) override;

	UPROPERTY(BlueprintReadOnly)
	class ARPG_CharacterBase* RPG_Character;	//角色
	
	UPROPERTY(BlueprintReadOnly, Category = Movement)
	class UCharacterMovementComponent* RPG_CharacterMovement;	//角色移动组件
	UPROPERTY(BlueprintReadOnly, Category = Movement)
	float GroundSpeed;		//地面速度
	UPROPERTY(BlueprintReadOnly, Category = Movement)
	bool IsFalling;		//是否在下降
	
	UPROPERTY(BlueprintReadWrite, Category = "enum")
	ECharacterState E_CharacterState;			//角色状态
};
